Sparse textures (also known as “tiled textures” or “mega-textures”) are textures that are too large to fit in graphic memory in their entirety. To handle them, Unity breaks the main texture down into smaller rectangular sections known as “tiles”. Individual tiles can then be loaded as necessary. For example, if the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary can only see a small area of a sparse texture, then only the tiles that are currently visible need to be in memory.
Aside from the tiling, a sparse texture behaves like any other texture in usage. ShadersA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary can use them without special modification and they can have mipmaps, use all texture filtering modes, etc. If a particular tile cannot be loaded for some reason then the result is undefined; some GPUs show a black area where the missing tile should be but this behaviour is not standardised.
Not all hardware and platforms support sparse textures. For example, on DirectX systems they require DX11.2 (Windows 8.1) and a fairly recent GPU. On OpenGL they require ARB_sparse_texture extension support. Sparse textures only support non-compressed texture formatsA file format for handling textures during realtime rendering by 3D graphics hardware, such as a graphics card or mobile device. More info
See in Glossary.
See the SparseTexture script reference page for further details about handling sparse textures from scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary.
A minimal example project for sparse textures is available here.
The example shows a simple procedural texture pattern and lets you move the camera to view different parts of it. Note that the project requires a recent GPU and a DirectX 11.2 (Windows 8.1) system, or using OpenGL with ARB_sparse_texture support.
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